MechWarrior Online: How do I change the title using UI 2.0?

It does seem funny to me, how the Stalkers are lighter than the Highlanders.

I don't have enough MC to pick it up, but I can see the Misery being my first Stalker to try.

If/when there's another MC sale...And I agree that Premium time is probably a better use for MC, but honestly I am enjoying NOT having premium time. I felt pressure to play before my time ran out, whereas now I play when I can, and have more fun, even in PUGs.

I know what you mean by pressure, but I only buy a day or three days at a time when I can play. Like last weekend when I was grinding for my second Highlander.

Well, Buccaneer skin wasn't really that impressive on Catapults, Jaegers, or Hunchbacks. The skull on the hunch was kinda cool, but not worth blowing MC over. Same for the missiles tag on the Cat. Ah well.

It does seem funny to me, how the Stalkers are lighter than the Highlanders.

I don't have enough MC to pick it up, but I can see the Misery being my first Stalker to try.

If/when there's another MC sale...And I agree that Premium time is probably a better use for MC, but honestly I am enjoying NOT having premium time. I felt pressure to play before my time ran out, whereas now I play when I can, and have more fun, even in PUGs.

I grabbed the 3F first, with c-bills, and it is actually pretty cool. 4xPPC + 1xSSRM2 makes it a beast. The Misery has a much more limited torso twist, such that it took me a bit by surprise how much different it plays. Haven't gotten much seat time in it yet but it should make the grind to acquire a 3rd Stalker (going with the 5M) much easier by earning 30% extra along the way. Not sure how the limited torso twist of the 5M will play either, but could always grind the XP on the Misery and transfer it later.

I was telling some of the guys last night (pkdawg, dafunkyunit, and I think Mel334) that somebody I played against had picked up a Misery, and instead of loading it up with 4xPPC + 1xGauss, he brilliantly loaded it with 4xSL (not pulse!) and 1x MG.

Has anyone noticed the new damage textures on the mechs? I was fighting Centurion and when it was in zombie mode the torsos looked like the surface of the moon.

Indeed, it looks like they've added "damage" textures, where everything looks like it's been shot up by a 1940's mafia drive-by-shooting. Not quite sure why there are bullet holes all over a dead mech when nobody uses MG's except to cheeseball or troll.

That reminds me, I know a Canucks fan. I should probably give her a hug or something.

Truth is, I was rooting for the Sharks from the get-go. Most "fans" in Vancouver are just vanity fans. They only started watching the game when Kesler took his shirt off and starting doing 12-month calendar pin-ups.

They don't understand the game, and they don't understand that our entire team needs a massive reform. Being sweeped right out of round 1 is the push that our team's owners need in order to dump the GM and our coach.

Indeed, it looks like they've added "damage" textures, where everything looks like it's been shot up by a 1940's mafia drive-by-shooting. Not quite sure why there are bullet holes all over a dead mech when nobody uses MG's except to cheeseball or troll.

Eh, I use MGs in my HBK-4G because I really don't have a better use for 2 tons and that few slots. (plus, it'll be better after the mid-month patch). The JM6-DD might also be good pick to toss some MGs in extra ballistic spots.

Did the Hero Mech repainting fix also affect the Preorder mechs? I hate the fact that I only have one color choice, and it only affects some trivial trim details that are hardly noticeable (Hunchback preorder, if that makes a real difference).

Did the Hero Mech repainting fix also affect the Preorder mechs? I hate the fact that I only have one color choice, and it only affects some trivial trim details that are hardly noticeable (Hunchback preorder, if that makes a real difference).

Btw, I've found 2xPPC, the Gauss, and 1xLRM15 to be the best ranged Misery build for me so far. More PPCs or LLs didn't seem to improve things and the LRMs will only get better as their stats get fixed somewhere in the next few patches. For a more durable build, keep the LRM15 and swap in a Std engine around 275 in rating, replace the PPCs and Gauss with 5xML, 1xAC/20, more heatsinks.

Did the Hero Mech repainting fix also affect the Preorder mechs? I hate the fact that I only have one color choice, and it only affects some trivial trim details that are hardly noticeable (Hunchback preorder, if that makes a real difference).

It was already possible to change the pinstripe color of Founders Mechs. This patch added the ability to change it back to the Founder's Yellow. Previously, once you changed it to something else, you can't paint it back.

Yeah, it needs a "1/2" in the lower left of the thumbnails of the mechs, communicating the number of filled module slots / total module slots, so it's easier to know which mechs have modules on them. Hunting them down sucks, especially when you've amassed quite a stable of mechs.

"Best" new build I've been using is a commando with 2 ER PPCs... No armor and a shit XL 100 in it but its a ton of fun. No heavy or assault pays any attention to you until you blow the head off an Altus!

I use a macro to achieve maximum firing speed. Assign each AC2 to its own group. I use 3, 5, 4, 6 to give a good crossfire pattern. 125ms delay between each shot. Repeat while held.

I noticed too many hiccups firing at a 125ms delay. I upped it to 140ms and the firing pattern seems smoother. Oh, and macro is actually really easy to do in the Logitech software. Just pick the key you want to use to trigger the macro, right click, goto edit, and use the "multi key" function. Way easier than scripting, by far.

I noticed too many hiccups firing at a 125ms delay. I upped it to 140ms and the firing pattern seems smoother.

I have Fast Fire unlocked, so that might be the difference.

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Oh, and macro is actually really easy to do in the Logitech software. Just pick the key you want to use to trigger the macro, right click, goto edit, and use the "multi key" function. Way easier than scripting, by far.

I've got the latest version, and it's buggy as hell. Worked painstakingly on my "4Hz" macro, only to be told when I tried to save it "at least one button must be assigned to right click" and have it close the window and forget what I had created. Once I had my "4Hz" macro done, I worked on my UAC5 macro, which was 2 firing groups with longer delays. It ended up changing the delays in my 4Hz macro as well. I knew I was on the right profile, because I assigned different LED colors to the different profiles (a cool feature). But my UAC5 macro fired groups 3,4, and 5 and 6 (which weren't listed in the macro editor) and my AC2 macro now had .5 second delays after firing groups 3 and 4. I finally exported both profiles, deleted them from the UI, edited the XML files by hand to have the right delays, restarted the Logitech Gaming Software, and re-imported them. Now it's working.

I'm a software engineer. If I'd known about the actual "Scripting" menu item, I would have used that to start with.

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edit- What's the requisite ms delay needed for never-jam UACs?

I have them on alternating fire. 3 key down, 119ms delay, 3 key up, 500ms delay, 4 key down, 119ms delay, 4 key up. Repeat While Pressed 100ms delay. For some reason, without using the delay between key up and key down, they didn't seem to fire at all for me.

Again, this is with Fast Fire unlocked. I could probably tune it a little tighter if I cared to experiment. The mechlab says the firing rate is 1.1s, so that should be the safe delay if you're firing them together.

I noticed too many hiccups firing at a 125ms delay. I upped it to 140ms and the firing pattern seems smoother.

I have Fast Fire unlocked, so that might be the difference.

I don't, so that could make a difference. Also, all 140ms are between one firing group's press and depress cycle, not between one group's depress and the next's press (didn't work at all that way). Could splashing some of the ms between the two be the trick?

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Oh, and macro is actually really easy to do in the Logitech software. Just pick the key you want to use to trigger the macro, right click, goto edit, and use the "multi key" function. Way easier than scripting, by far.

I've got the latest version, and it's buggy as hell. Worked painstakingly on my "4Hz" macro, only to be told when I tried to save it "at least one button must be assigned to right click" and have it close the window and forget what I had created. Once I had my "4Hz" macro done, I worked on my UAC5 macro, which was 2 firing groups with longer delays. It ended up changing the delays in my 4Hz macro as well. I knew I was on the right profile, because I assigned different LED colors to the different profiles (a cool feature). But my UAC5 macro fired groups 3,4, and 5 and 6 (which weren't listed in the macro editor) and my AC2 macro now had .5 second delays after firing groups 3 and 4. I finally exported both profiles, deleted them from the UI, edited the XML files by hand to have the right delays, restarted the Logitech Gaming Software, and re-imported them. Now it's working.

You sure that's a buggy interface or just clicking the wrong button and swapping around? (easy enough to fix, your UAC5 macro just became the 4xAC2 macro and vice versa) I've got v8.4, and I didn't see any of those issues last night. I'll try having four or five macros just to be sure.

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I'm a software engineer. If I'd known about the actual "Scripting" menu item, I would have used that to start with.

Always best to sit where you're comfiest. I are not a software engineer, so...

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edit- What's the requisite ms delay needed for never-jam UACs?

I have them on alternating fire. 3 key down, 119ms delay, 3 key up, 500ms delay, 4 key down, 119ms delay, 4 key up. Repeat While Pressed 100ms delay. For some reason, without using the delay between key up and key down, they didn't seem to fire at all for me.

Again, this is with Fast Fire unlocked. I could probably tune it a little tighter if I cared to experiment. The mechlab says the firing rate is 1.1s, so that should be the safe delay if you're firing them together.

Just try it out in training grounds.

I intend to, I just wanted to know der math involved. I'll need a JM6-A to Elite the frame. I was thinking 2xUAC5s and 2xSSRM2s (until the missiles get buffed). My JM6-DD might have a little added cheeze...4xAC2, 2xMGs. The dakka sound will be sweet. That's an awful bizarre delay, though. Why 500ms between groups but 100ms to restart the macro?

Just finished playing with DoomHaven, GenericAnimeBoy and, for a short while, pkdawg.

One match I managed to sneak in 1 kill with only 19 damage (in my Jenner).

Best. Round. Evar.

No screenies because it failed (big black screen of nothing), but you'll have to take my word for it.

I, Doom H. Aven, of sound mind and body, on this day the 10th of May of the year 2013 of Our Lord, do hereby swear that the above statement is complete and unsullied truth, unvarnished by lies, heresy, or half-truths.

I will also allege that, with 19 damage and one kill, it was probably one of his highest damage matches!

In other, other news, who do I talk to about Atlas loadouts, piloting information, how to play them, and how not to suck playing them?

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In other, other, other, news, is there a detailed glossary anywhere on the intertubes regarding the varies combat roles that mechs can fulfill? I keep reading about combat roles and have a basic idea what some are, how they are sort of defined, etc.; but I want some omnibus source that lists them all out, defines them in a rigourous and disciplined fashion, and offers examples.

In other, other news, who do I talk to about Atlas loadouts, piloting information, how to play them, and how not to suck playing them?

Well, first thing to know with any 4+ variant family is which frame to avoid. The K model might be worth having 2 AMS when missiles come back, but ECM, cover, or other AMS mechs are generally better. The D model is similar but one more weapon slot. The DDC is what most people run, and with good reason. ECM can genuinely save your ass from a lot of pain. The RS model can actually snipe with some decency, though you'll be running hot.

A few basic tips, regardless of variant:

1. You anchor the team. No one cares that Stalkers have more firepower or Highlanders have more effective weaponry layouts. Everyone, even Stalkers and Highlanders, use you as the reference for where the "team" is at. If the team decides to move into D5, the team isn't in D5 until you're there. You're damn slow. Make sure you move only with the mass of the team.

2. Never get caught alone. Every lance and company love assaults who try to play lone ranger. Atlases are the absolute worst mech to try and go solo. You lack the escape speed of the Awesome, the raw firepower of the Stalker, and the pop-tarting of the Highlander. You expose yourself more than most every other mech when you move into firing position. Stay with the group, and make sure the group stays with you. Make sure someone sticks with you...be it a light killer to keep them off you or a fire-support platform to act as an extra set of weapons for you.

3. Worst ballistic mount in the game, IMHO. The CTF's hip-mount isn't as bad since the cockpit isn't as far from the cannon. Not only is it a pain to aim, but it's usually the first thing to get blasted off.

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In other, other, other, news, is there a detailed glossary anywhere on the intertubes regarding the varies combat roles that mechs can fulfill? I keep reading about combat roles and have a basic idea what some are, how they are sort of defined, etc.; but I want some omnibus source that lists them all out, defines them in a rigourous and disciplined fashion, and offers examples.

Sarna.net would be the best source to start hunting such information down.

I look at it and think, so what? *ALL* that I'm wanting from the mechlab interface right now is the ability to change the order of mechs on the bottom bar, and that's being put off for what looks like some sorting and 'larger graphics' *Jazz Hands*. Having the ability to change the mech order now is better than any feature I've seen so far on that preview...

I look at it and think, so what? *ALL* that I'm wanting from the mechlab interface right now is the ability to change the order of mechs on the bottom bar, and that's being put off for what looks like some sorting and 'larger graphics' *Jazz Hands*. Having the ability to change the mech order now is better than any feature I've seen so far on that preview...

I like category select. There's also weapon-compare with Smurfy-like weapon data, sort by any number of methods, and seeing all your mech's slots at once. I'll take it.

I don't dislike it it, but I don't like it so much that I think it's worth waiting longer to rearrange mechs. I guess I was hoping there'd be something in the 2.0 UI that made up for the wait, although it sounds ridiculous the more I see it written down.